public override void Die(GameObject killer)
        {
            GamePlayer player = killer as GamePlayer;

            if (player != null)
            {
                if (Util.Chance(40))
                {
                    #region rog_stuff

                    GameNPC mob = new GameNPC();
                    mob.Name            = "Unique Object";
                    mob.CurrentRegionID = 1;
                    mob.Level           = (byte)(player.Level);
                    if (mob.Level > 50)
                    {
                        mob.Level = 51;
                    }

                    mob.Level           = 60;
                    mob.Name            = "TOA Mob";
                    mob.CurrentRegionID = 30;
                    mob.Z = 9999;

                    ItemUnique unique = LootGeneratorUniqueObject.GenerateUniqueItem(mob, player, null);
                    GameServer.Database.AddObject(unique);
                    InventoryItem item = GameInventoryItem.Create <ItemUnique>(unique);
                    player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, item);

                    #endregion
                }
            }
            base.Die(killer);
        }
        public void GenerateROG(GamePlayer player, eObjectType objectType, eSlot slot)
        {
            player.RemoveBountyPoints(2000);
            GameNPC mob = new GameNPC();

            mob.Name            = "Unique Object";
            mob.CurrentRegionID = 1;
            mob.Level           = (byte)(player.Level);
            if (mob.Level > 50)
            {
                mob.Level = 51;
            }

            LootList   lootlist = new LootList();
            ItemUnique item     = null;

            item             = new ItemUnique();
            item.Object_Type = (int)objectType;
            item.Item_Type   = (int)slot;

            mob.Level           = 60;
            mob.Name            = "TOA Mob";
            mob.CurrentRegionID = 30;
            mob.Z = 9999;
            lootlist.AddFixed(LootGeneratorUniqueObject.GenerateUniqueItem(mob, player, item), 1);
            foreach (ItemUnique unique in lootlist.GetLoot())
            {
                unique.Price = 0;
                GameServer.Database.AddObject(unique);
                InventoryItem invitem = GameInventoryItem.Create <ItemUnique>(unique);
                player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, invitem);
                player.Out.SendMessage("Generated: " + unique.Name, eChatType.CT_System, eChatLoc.CL_SystemWindow);
            }
        }